new layer model
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+10
-9
@@ -6,15 +6,15 @@ start = "start"
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# Objects reference a script by name via `script_name`.
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[scripts]
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greeter = """
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fn init(me, state) {
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log(`hello from object — player at ${state.player.x}, ${state.player.y}`);
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fn init(me) {
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log(`hello from object — player at ${Player.x}, ${Player.y}`);
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set_tile(2); // change my glyph to ☻ — proves the write path
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//say("Hello there,\\ntraveller!");
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log(`Player health: ${state.player.health}`);
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log(`Player health: ${Player.health}`);
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}
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fn tick(me, state, dt) {
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if state.player.x == me.x && state.player.y == me.y && !me.waiting {
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fn tick(me, dt) {
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if Player.x == me.x && Player.y == me.y && !me.waiting {
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say("Hey! Get offa me!");
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me.queue.delay(5.0);
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}
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@@ -25,10 +25,11 @@ fn tick(me, state, dt) {
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name = "Starting Room"
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width = 21
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height = 6
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# No floor attribute → a blank (black) floor.
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# Layer 1: terrain, the player, objects and the portal. A space is always a
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# transparent empty cell, so the floor below shows through.
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[[boards.start.layers]]
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# The single grid: all solids and most non-solids. A space is always a transparent
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# empty cell, so the floor shows through.
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[boards.start.grid]
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content = """
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#####################
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# #
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@@ -37,7 +38,7 @@ content = """
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# #
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#####################
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"""
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[boards.start.layers.palette]
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[boards.start.grid.palette]
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"#" = { kind = "wall", tile = "#", fg = "#808080", bg = "#606060" }
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"o" = { kind = "crate", tile = 254, fg = "#aaaaaa", bg = "#000000" }
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"@" = { kind = "player" }
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